Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 0.0Use mode: PassiveDescription: Insert a pair of gems into your golem, providing it with the gem bonuses and changing its melee attack damage type. You may remove the gems and insert different ones; this does not destroy the gems you remove.
Gem level usable: 0
Gem changing is done in the golem's inventory.

Gem Golem

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 20Range: melee/personalCooldown: 26Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You activate a special mode of your golem, boosting its regeneration rate by 12.20 life per turn for 7 turns.
If your golem was dead, it is instantly brought back to life with 15% life.
While supercharged, your golem is enraged and deals 25% more damage.

Supercharge Golem

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases your golem's life, mana and stamina regeneration rates by 0.00.
At level 1, 3 and 5, the golem also gains a new rune slot.
Even without this talent, Golems start with three rune slots.

Runic Golem

0/5

Spell / Explosive admixtures

1.30

Effective talent level: 6.5Use mode: ActivatedMana cost: 5Range: 9Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Imbue an alchemist gem with an explosive charge of mana and throw it.
The gem will explode for 84.0 ice damage.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.

Throw Bomb

5/5

Effective talent level: 1.3Use mode: PassiveDescription: Grants 20% protection to you, your golem and other friendly creatures against the elemental damage of your own bombs, and against external elemental damage (fire, cold, lightning and acid) by 3%.
At talent level 5 it also protects against all side effects of your bombs.

Alchemist Protection

1/5

Effective talent level: 2.6Use mode: PassiveDescription: Your alchemist bombs now affect a radius of 3 around them.
Explosion damage may increase by 0% (if the explosion is not contained) to 41% if the area of effect is confined.

Explosion Expert

2/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 32Range: 2Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Crush together two alchemist gems, making them extremely unstable.
You then throw them to a target area, where they explode on impact, dealing 5.40 physical damage and knocking back any creatures in the blast radius.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedMana cost: 40Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleport to your golem, while your golem teleports to your location. Your foes will be confused, and those that were attacking you will have a 25% chance to target your golem instead.

Golem Portal

0/5

Spell / Frost alchemy

1.30

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you throw your alchemist bombs, you infuse them with cold damage that can freeze your foes.
In addition all cold damage you do is increased by 7%.
You cannot have more than one alchemist infusion sustain active at once.

Frost Infusion

1/5

Effective talent level: 1.3Use mode: PassiveDescription: While Frost Infusion is active, your bombs deposit a layer of ice on your golem for 5 turns when they hit it.
This ice provides your golem with 7 additional armour, melee attacks against it deal 20.4 Cold damage to the attacker, and 50% of its damage is converted to Cold.
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.

Ice Armour

1/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 30Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Invoke a blast of cold all around you with a radius of 2, doing 116.6 Cold damage and freezing creatures to the ground for 5 turns.
Affected creatures can still act, but cannot move.
The duration will increase with your Spellpower.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellWill Deactivate: Frost InfusionDescription: When you throw your alchemist bombs, you infuse them with flames that burn for a few turns.
In addition all fire damage you do is increased by 0%.
You cannot have more than one alchemist infusion sustain active at once.

Flame Infusion

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 82Range: 6Cooldown: 34Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Throw a smoke bomb, blocking everyone's line of sight. The smoke dissipates after 2 turns.
If a creature inside is victim of fire burns the smoke will consume instantly, replicating the burns on all foes and increasing its duration by 1 turns.
Duration will increase with your Spellpower.

Smoke Bomb

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 70Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A furious fire storm rages around the caster, doing 5.78 fire damage in a radius of 3 each turn for 9 turns.
You closely control the firestorm, preventing it from harming your party members.
The damage and duration will increase with your Spellpower.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellWill Deactivate: Frost InfusionDescription: When you throw your alchemist bombs, you infuse them with explosive acid that can blind.
In addition all acid damage you do is increased by 0%.
You cannot have more than one alchemist infusion sustain active at once.

Acid Infusion

0/5

Effective talent level: 0.0Use mode: PassiveDescription: While Acid Infusion is active, your bombs coat your golem in acid for 2 turns when they hit it.
While coated, any melee hit agaist your golem has a 20% chance to trigger a radius 4 cone of acid towards the attacker that does 6.0 Acid damage to all caught inside. (This can only happen once per turn.)
The effects increase with your talent level and with the Spellpower and damage modifiers of your golem.

Caustic Golem

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 50Range: 7Cooldown: 30Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A radius 3 pool of acid spawns at the target location, doing 2.9 Acid damage each turn for 3 turns.
All creatures caught in the mire will also suffer a -1% slowness effect.
The damage will increase with your Spellpower.

Caustic Mire

0/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 45Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Acid errupts all around your target, dealing 19.3 acid damage.
The acid attack is extremely distracting, and may remove up to 1 physical or mental temporary effects or mental sustains (depending on the Spell Save of the target).
The damage and chance to remove effects will increase with your Spellpower.

Effective talent level: 2.6Use mode: ActivatedMana cost: 80Range: melee/personalCooldown: 100Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Imbue a body armour with a gem (up to tier 2), granting it additional powers.
You can only imbue items once, and it is permanent.

Imbue Item

2/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 20Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Crush 5 alchemist gems into dust to mark impassable terrain next to you. You immediately enter it and appear on the other side of the obstacle, up to 11 grids away.

Gem Portal

1/5

Effective talent level: 0.0Use mode: ActivatedMana cost: 45Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Touch your foe and turn it to stone for 2 turns.
Stoned creatures are unable to act or regen life, and are very brittle.
If a stoned creature is hit by an attack that deals more than 30% of its life, it will shatter and be destroyed.
Stoned creatures are highly resistant to fire and lightning, and somewhat resistant to physical attacks.
At level 3 the touch will become a beam.
This spell may fail against creatures resistant to being stunned, that are specifically immune to stoning, or certain bosses.

Stone Touch

0/5

Spell / Staff combat

1.30

Effective talent level: 6.5Use mode: ActivatedMana cost: 5Range: 8Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 120% staff damage.
The bolt will only hurt hostile targets, and pass safely through friendly ones.
This attack always has a 100% chance to hit, and ignores the target's Armour.
When projecting a bolt with your staff its damage modifier is increased by 20%.

Channel Staff

5/5

Effective talent level: 1.3Use mode: PassiveDescription: Increases Physical Power by 13 and increases weapon damage by 25% when using staves.

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 1.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 16 Defense, 6% Armour hardiness, and 5% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 8 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Frost Infusion

talent

Ice Core

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.

And now for a grave

active

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30.

You can feel magic draining out around this rod. Even nature itself seems affected.

Rod of Annulment (1/1)

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Achievements

Level 10Got a character to level 10.
By Sulchon the Cornac Alchemist level 1013rd Dusk 122nd year of Ascendancy at 06:20see stats

The ArenaUnlocked Arena mode.
By Sulchon the Cornac Alchemist level 678th Pyre 122nd year of Ascendancy at 15:46see stats

The secret cityDiscovered the truth about mages.
By Sulchon the Cornac Alchemist level 1378th Dusk 122nd year of Ascendancy at 06:20see stats

Log

Ran for 6 turns (stop reason: hostile spotted to the north (adventurers party)).Adventurers party kills Allied Kingdoms human patrol.
Today is the 78th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.Quest 'An apprentice task' completed! (Press 'j' to see the quest log)
You have no more Planar BeaconPersonal New Achievement: The secret city!Quest 'An apprentice task' is done! (Press 'j' to see the quest log)There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).There is a portal back here (press '' or right click to use).You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Resting starts...
Rested for 135 turns (stop reason: all resources and life at maximum).
Saving done.
Ran for 2 turns (stop reason: interesting character).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).There is a portal back here (press '' or right click to use).
Ran for 32 turns (stop reason: at exit).
Golem (servant of Sulchon) deactivates Reflective Skin.
Sulchon deactivates Frost Infusion.
Sulchon deactivates Ice Core.